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From: Thomas de Groot
Subject: Re: What developers for animation of the using bone do?
Date: 25 Nov 2015 03:03:30
Message: <56556b52@news.povray.org>
On 25-11-2015 4:28, Bald Eagle wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
>> http://www.f-lohmueller.de/pov_tut/animate/pov_anie.htm
>> It everything, what Povray can?
>> How to animate the character?
>
> Do you want to animate a skeleton?
> I think that maybe a long time ago, Rune posted some of the results and methods
> of his animation work,
> and there were also a few other people working with Inverse Kinematics methods
> to animate characters.
> IIRC, Thomas DeGroot and his friend were working on a movie, and there was some
> pretty sophisticated methods for animating the characters.  I think that work
> was described over on the TINA-CHeP forum.
>
> You can probably look for 3D scanned images of real skeletal bones online.
> (If you run into any problems, I can see what I have saved as part of a
> project.)
>
>
Within POV-Ray, Inverse Kinematics would be the way to go. I have used 
that technique, not for animations, but to make wind-bend plants for 
instance. Moray was great for Inverse Kinematics use.

You are referring to the discussion in the TinaCheP forum between DrNo 
and me. I don't know what technique DrNo is using for his film as he is 
his own developer. The discussion was mainly about the storyboard and 
some visual glitches so I am afraid not many technical details were 
revealed.

-- 
Thomas


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From: LanuHum
Subject: Re: What developers for animation of the using bone do?
Date: 25 Nov 2015 12:00:01
Message: <web.5655e8b55a295d497a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 25-11-2015 4:28, Bald Eagle wrote:
> > "LanuHum" <Lan### [at] yandexru> wrote:
> >> http://www.f-lohmueller.de/pov_tut/animate/pov_anie.htm
> >> It everything, what Povray can?
> >> How to animate the character?
> >
> > Do you want to animate a skeleton?
> > I think that maybe a long time ago, Rune posted some of the results and methods
> > of his animation work,
> > and there were also a few other people working with Inverse Kinematics methods
> > to animate characters.
> > IIRC, Thomas DeGroot and his friend were working on a movie, and there was some
> > pretty sophisticated methods for animating the characters.  I think that work
> > was described over on the TINA-CHeP forum.
> >
> > You can probably look for 3D scanned images of real skeletal bones online.
> > (If you run into any problems, I can see what I have saved as part of a
> > project.)
> >
> >
> Within POV-Ray, Inverse Kinematics would be the way to go. I have used
> that technique, not for animations, but to make wind-bend plants for
> instance. Moray was great for Inverse Kinematics use.
>
> You are referring to the discussion in the TinaCheP forum between DrNo
> and me. I don't know what technique DrNo is using for his film as he is
> his own developer. The discussion was mainly about the storyboard and
> some visual glitches so I am afraid not many technical details were
> revealed.
>
> --
> Thomas


I was interested in possibility of a render to keep geometry between frames. It
was my delusion. Only UberPov has some abilities.
The idea was: to create one file for a scene and, thus to kill parsing time.


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From: muyu
Subject: Re: What developers for animation of the using bone do?
Date: 3 Jan 2018 10:15:00
Message: <web.5a4cf34d5a295d49cf0bfa9c0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 22.11.2015 um 11:41 schrieb LanuHum:
> > clipka <ano### [at] anonymousorg> wrote:
> >>
> >> UberPOV does provide a way to carry over selected data from one frame to
> >> the next though.
> >
> > How it is realized?
>
> Besides global and local variables, UberPOV has an additional
> "super-global" variable scope, which carries over from frame to frame
> (and even from scene to scene, in the Windows version; this is an
> unintended side effect but difficult to get rid of in the current
> architecture) as long as you don't exit POV-Ray or explicitly get rid of
> the variable using "#undef".
>
> The keyword to define a variable at this "super-global" scope is
> "#persistent".
>
> To actually benefit from the mechanism, you'd typically use:
>
>     #ifndef(Foo)
>     #persistent Foo = ...
>     #endif
>
>
> (There is one known caveat: Random number generators currently can't be
> carried over between frames.)

I met this problem also. Could you please give some more details? It will be
very nice if you can give an example. Thanks a lot in advance.

Shouyang


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